using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class PlayerStateInAir : PlayerStateBase
{
    public PlayerStateInAir(Player player, StateMachine stateMachine, string animName) : base(player, stateMachine, animName)
    {

    }
    public override void Enter()
    {
        base.Enter();
        
    }
    public override void Update()
    {
        base.Update();
        if (player.moveInput.x != 0)
        {
            player.SetVelocity(player.moveInput.x * player.GetMoveSpeed()  * player.inAirMoveMultiplier, rb.velocity.y);
        }
        if (input.Player.Attack.WasPressedThisFrame())
        {
            stateMachine.ChangeState(player.jumpAttackState);
        }
    }
    public override void Exit()
    {
        base.Exit();
    }

}
